Video summary
ПОЛНЫЙ РАЗБОР ФРАКЦИИ ПОДЗЕМЕЛЬЕ ► Герои Olden Era
Main summary
Key takeaways
Storyline / Faction context
- The video provides a full breakdown of one dungeon faction from Olden Era, presented in a style similar to “Heroes of Olden Era” faction reviews.
- The creator frames it as part of a series reviewing remaining factions and asks viewers to vote in Telegram for the next faction to be covered.
- Mentioned upcoming factions include: Temple vs Necropolis.
- Within the faction, the “lore” is conveyed through unit archetypes and their special mechanics: Tragladites, Jellyfish/Medusas, Minotaurs, Scouts, Onyx Dancers, Hydras, Dragons.
Gameplay highlights & key mechanics
Triumvirate combat system (core of how the faction plays)
- The faction revolves around the Triumvirate system:
- Once per round, the hero selects one of three combat stances.
- Each stance grants +2 to a corresponding hero characteristic.
- Each Triumvirate level adds another +2.
- Additional Triumvirate/passive effects discussed:
- Temporary mana gained when selecting stances (portrayed as highly valuable for mage play, especially for heroes like Lodos).
- Initiative to friendly creatures (the speaker strongly prefers this option).
- A “Master of all fish” style bonus that increases a stat by 5% for the duration of the battle.
Tactical theme: initiative and tempo
- The speaker repeatedly emphasizes winning by:
- Going first
- Denying enemy response
- Using stances, initiative buffs, and counterattack control
Strategy notes by hero (roles, strengths, and how to play)
Core faction heroes (specializations)
-
Enati (jellyfish specialist)
- Jellyfish are strongest with creature-bank templates.
- Defense approach: don’t “absorb” damage—cover jellyfish with meat/other units so they can shoot safely.
- Jellyfish synergy is framed more as positioning and protection than raw frontline trading.
-
Tylaris the Devoted
- Early spell: cannot be dispelled.
- Provides scaling magic power based on hero levels.
- The speaker critiques potential imbalance in “specialist prefix cannot be dispelled,” but still calls it strong for tempo/initiative races.
-
Ulcer (specialist with hero strike)
- Deals basic attack damage plus poison and magic damage.
- Poison stacks per round/target.
- Key tip: can enable early dungeon breakthroughs (example: taking a Black Tower early via poison with correct hex positioning).
- Positioning matters; comparable performance may require other martial-arts perks, but Ulcer isn’t strictly dependent on them.
-
Kiron (Tragladites specialist)
- Compared to a classic “miner” archetype: adds tactics/synergy for Tragladites.
- Framed as one of the strongest early starters, often seen in early environments (speaker’s term: “bathhouse”).
-
Moiren (scouts specialist)
- Scouts level quickly—even on day one.
- Recon value: improves matchup understanding and template planning.
-
Devir (Minotaurs specialist)
- Starts with leadership; Minotaurs benefit from morale mechanics.
- Downsides:
- Can produce low quantity spread (about 6–7 Minotaurs).
- If early money/loot is low, Minotaur construction is expensive, and upgrading becomes harder.
-
Reta (precious stones / economy basics)
- Supplies stones for construction and supports the economy (gold; also upgradable if she fights).
- The speaker prefers resource/economic specialists like Reta and contrasts her unfavorably with a previous faction character with redundant “day magic.”
-
Rhea (luck specialist)
- Luck-themed perks: increased magic damage and “strike without retaliation.”
- Downside: some counterattack-related behavior may persist when “lucky” triggers, contrary to expectation.
-
Gliard the Gray (arcane specialist)
- Starts with bonus arcane spells and hero-level scaling.
- The speaker flags likely incorrect description/formula in the game UI (misleading for newcomers; mismatch claimed between “level 9 behavior” and shown values).
- Arcane utility: breaking through defenses/objects and opening later pathways.
- Critique: arcane magic is too burdensome due to complex mechanics; the speaker promises future arcane content outside this faction breakdown.
-
Kilar (experience/attribute points specialist)
- Early insight fundamentals; levels and stat gains accelerate.
- Strong with Triumvirate synergies (example: “Avatar + double casting + sorcery-style combinations”).
-
Zakron the Great (magic specialist)
- Increased magic damage.
- Wall-of-fire style spell for breaking through guards.
- Useful for difficult objects and potential late “primordial magic” tricks (depending on the right tools found).
-
Sister Deira / Arina’s skilled chosen one (extra-turn spell)
- The skill grants +1 extra turn to a target.
- Suggested use: hit a Meistek/target twice with penetration-style setups.
- High mana cost makes it more of a support hero than a main engine.
-
Motley (Onyx Dancer specialist)
- Starts with multiple dancer slots (4–6).
- Twilight + luck; twilight helps vs shooting stacks.
- Caveat: Onyx Dancers can be disrupted if you get Hydras and your dancer stack no longer fits the plan.
- Advice: look for hiding places and upgrade toward dancer grades; prioritize units/grades that can strike without counterattack.
-
Elvari (strongest support, per speaker)
- Can escape battle with an army—relocate an army across the map by buying/using from castle/tavern.
- Speaker argues “general gathering” at certain arcane levels is inefficient compared to map control / control-magic approaches (tempo over arcane-level waste).
-
Glaster (economy support)
- Adds daily gold and increases gold growth by 25% from all gold sources (piles, chests, boxes, etc.).
-
Typhon (Hydra specialist)
- Advanced Triumvirate power and provocation at start.
- Hydras can penetrate certain arrow stacks/defensive setups with the right wait and positioning.
- Downsides:
- Speaker wishes Typhon were a warrior rather than a magician.
- Hydra performance depends on conditions; some ranged matchups can be costly (sometimes losing a Hydra is necessary, but ideally avoided).
- Demonstrates “two Typhon Hydras” scenarios with auto-combat-like behavior and stacking.
-
Raukl / Sun-based day magic (mentioned as mediocre)
- Day magic is described as not very strong in current PVE without the right conditions (e.g., blessing vs inner light).
-
Lodos (night magic specialist)
- Night magic enables summoning Children of the Night (roughly ~50 even at modest levels).
- Strong as either support or main depending on setup:
- Needs structures/tech like night magic guild upgrades or scrolls for summoning.
- Has sleep at start, helping win fights by preventing enemy actions.
- Speaker recommends a YouTuber (“Pinocchio”) for the fastest “maximum speed object takes” with night/despair magic.
Picking & banning heroes (what commonly happens)
-
In classics (team modes)
- Frequently banned: Kiron, Ulcer (and sometimes Lodos, Devir, Motley).
- Later bans depend on the opponent’s intended template/plan.
-
In one-hero (“one-seater”) play
- Common bans: Kilar, likely Kiron or Ulcer.
- One-hero strength varies heavily by template:
- Some templates benefit from “stashes”/boarding/boosted growth.
- Others rely on stable mainstream stacks.
Unit breakdown & tactical rules (key tips)
Tragladites (including grades)
-
Standard Tragladite
- Can attack through one hex, but deals reduced damage.
- Purpose: avoid retaliation by trading in a controlled way.
-
Hellish Tragladite grade
- “Gaping wounds” increases damage taken by 25% until end of next round.
- Caveat: debuff doesn’t apply to certain categories (undead dragon incarnations and constructs).
-
Poisonous Tragladite grade
- Can counterattack twice per round.
- When taking damage: applies an adjacent debuff that makes nearby enemies deal more damage (+25% described) until end of next round.
- Framed as situational—sometimes best used to soak damage for archer synergy.
Scouts (including grade)
- Scouts deal luck-based damage.
- Grade “cunning spy” prevents counterattacks for the rest of the round.
- Tactical use: open the enemy stack for safe follow-up hits from your main damage dealers.
Onyx Dancers (including grades)
- Onyx Dancers reduce enemy defense toward zero via repeated shooting/impact mechanics.
- Jasper Dancer grade
- Described as extremely dangerous in close combat.
- Warning: do not attack certain neutral guards with dancers unless you’re prepared for high retaliation/mass lethality.
Minotaurs (including grades and object hazards)
- Speaker calls Minotaurs “evil” in certain object scenarios (example: Petrified Monument).
- Important rule: Minotaurs are magical creatures, so Despair-based night/despair setups do not apply.
- Core Minotaur object hazard:
- Minotaur objects boost morale (Fighting Spirit mechanics).
- Morale stacking can happen rapidly—even multiple morale stacks within 1–2 rounds.
- Minotaur Lord
- Has a parry/counter-before-hit property (parry depends on distance/attack type).
- Minotaur Vanguard
- “Adrenaline rush” when morale triggers gives speed/attack/defense.
- Unit tactics:
- Use shielding/protection to avoid losing the stack if you’re absorbing damage.
- Arrange stacks so other units’ attacks can redirect some damage effects (speaker mentions structure/combat-style interactions).
Jellyfish / Medusas (sniping + escape)
- Jellyfish are magical and behave like snipers:
- Shots deal full damage with no shooting penalty.
- Abilities:
- “Fusion of Arrows”: tradeoff—deals damage but suffers a 50% penalty (as described).
- “Slipping away”: reposition from close combat back into shooting based on movement/boost artifacts.
- Medusa sculptor grade
- Strongest grade via petrification through concentration.
- Petrification effects:
- Target turns to stone
- Immune to magic damage
- Takes double damage from normal attacks
- Skips its turn for that round
- Queen Medusa (alternate grade)
- Counter-shot mechanics; speaker dislikes it versus sculptor due to damage sequencing.
Hydras (including grades)
- Baseline Hydra traits:
- High HP and viability up to T6
- Main drawback: speed
- Magical creature; can perform “massive without response” style strikes (as described)
- When taking damage: grows attack (+1 for rest of combat) and gains survival synergies
- Chatonic/tonic Hydra
- Regenerates at the beginning of each turn, restoring to full.
- Counterattack: special circular strike damaging adjacent hexes.
- Limitation: grade Hydras cannot be placed into “tonic ones” (speaker’s note: grade gear restriction).
- Infernal Hellish Hydra
- More offensive: less defense but more speed/attack.
- Poison reduces target damage (-25% until end next wound/turn, as described).
- Speaker preference: generally endurance via tonic/regen hydras, but infernal if you need burst and have a strong stacker.
Dragons (faction highlight)
-
Dragons are framed as the faction’s “showpiece”:
- High HP and strong initiative; flight and breath AOE described.
- Immunities to certain magic levels (important versus temporal/gelatin mechanics at lower grades).
-
Abilities:
- Dragon’s Breath
- Melee/adjacent burn that hits a target and creatures in a hex behind it.
- Proper positioning can let it burn through two targets.
- Inner flame
- Retaliation damage scaling with unit magic damage.
- Can keep forcing responses without necessarily ending the move (via its mechanics).
- Sulfur attack style
- AOE strikes over a radius (useful when archers/targets are clustered).
- Dragon’s Breath
-
Dragon grades:
- Black Dragon
- More HP, higher initiative/speed.
- Immune to 5th-level magic.
- “Lights of Dominion” aura: enemy morale/luck reduced vs friendly gain.
- Ash Dragon
- More attacker-focused: higher speed.
- Trades away the Lights of Dominion-like effect for “terrifying presence” (adjacent enemies do minimal damage).
- Other variants:
- Flight/knockback intimidation effects mentioned; some require additional concentration and may end the turn.
- Black Dragon
Laws & faction progression (optimizing your build)
Primary resource/law system: Astrology + Eyes of Laws
-
Astrology law
- Adds 500 astrology points daily.
- Costs 6 Eyes of Laws at start.
- Speaker notes potential UI confusion regarding hero-generated law points (description mismatch claimed: “+10” likely should be “+20”).
-
Laws on Tragladites
- Friendly Tragladites deal 1.5× more damage when using the combat style.
- Additional minimum damage bonuses at each law level.
- Speaker demonstrates pushing a Tragladite/Kieron setup to “maximum ending”:
- One hero + hideouts/stashes
- Proper law levels
- Key idea: enough initiative/damage multipliers to break objects early rounds.
Core law priorities by template type (speaker’s take)
-
If playing Tragladites (T1/T2/T3)
- Prioritize: Astrology, Dust, and relevant Tragaladite damage laws.
-
If playing T2/T3 stack patterns
- Priority becomes:
- Movement laws (speaker calls them “a must”)
- initiative manipulation (sometimes mentioned as -1 initiative depending on the law row)
- Priority becomes:
-
If money is constrained
- Pick laws that directly solve economy (gold/money).
-
If markets/resource exchange is weak
- Take the law removing markup when exchanging resources on the market (only if needed).
Movement and tempo emphasized
- The speaker highlights repeatedly that:
- Movement points are the biggest strategic advantage (e.g., +20 movement to heroes after purchase/install).
- Vision radius improvements exist, but movement/tempo outrank them.
Castle buildings & upgrading scrolls (practical advantages)
-
Lyceum
- Upgrades spell scrolls to maximum spell level.
- Speaker calls it “imba”: use it on found scrolls (examples mentioned: “Lengthen the Shadow,” shells) to produce overpowered effects and potentially decide outcomes.
-
Gymnasium
- Increases the level of each hero who visits it in the city.
- Cost: 5,000.
-
Alchemist’s dust
- Adds dust, but speaker says the amount isn’t enough and it feels like a long way to go.
-
Ruins / Gral-style control/discovery building
- Completely dispels fog of war (speaker notes the map becomes fully open).
- Mentions Gral can be taken via Guardians of Balance with a “Blazhok hero” quickly (depends on balance updates).
End-to-end tactical example (object-breaking logic)
- General object approach:
- Use initiative/stances/perks to go first.
- In Tragladite (Kiron) examples:
- Focus on enabling preemptive counter behavior so you delete a stack before it retaliates.
- In Kieron tactics:
- Requires certain perks/skills so friendly kills refresh counterattack charges/abilities.
- Emphasis: “counterattack first” so the enemy’s counterattack doesn’t ruin tempo.
- For hydra stacks:
- Use wait and stack gathering to focus targets and cut down multiple enemies.
- Speaker’s claim: many fights can be auto-resolved if positioning and stance choices are correct.
Gamers / sources featured
- Pinocchio (YouTube): referenced for a strategy video on taking objects quickly using night magic/summons.
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